
Earth, 1976. You have been tasked with managing a deep-sea science facility working to perfect cloning. Explore the darkness and keep your crew alive in this hardcore survival colony builder. And beware. The darkness hides untold horrors.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 8 → 0.57/day in the week after.
About
Earth, 1976. The cold war is in full swing and you have been tasked to construct and direct a deep sea research facility working to perfect human cloning. Survive against the odds in the extremely unforgiving abyss maintaining oxygen, power, food, and much more to keep your crew alive. Discover and mine resources for construction, light your way in the dark, and expand into your surroundings to advance your research. Capture the diverse, highly-adapted flora and fauna of the deep, but beware: the darkness hides unexpected horrors, with only the light keeping them at bay.



Lead a team of scientists conducting genetic experiments on local wildlife on the ocean floor.
Keep your population sane, obedient and alive as you expand your base and discover the secrets of cloning and genetic research.
Improve life and progress in your facility by researching advanced technologies.
The fate of your crew is in your hands! Make crucial decisions through the event system.



Ensure the survival of your crew by planning, placing and building essential infrastructure for manufacturing, research and life support.
Expand and optimize your base and its available resources. Connect your buildings and mining facilities efficiently with tunnels and powerlines.
Conquer the uneven terrain of the ocean floor with clever planning and vertical construction.



Build light pylons and push back the darkness to expand your base.
Secure resources far away from your main base by using exploration submarines and outposts.
Prevent disaster by making sure power does not fail, together with life support and light sources.



Your crew senses it, and so do you. Something is lurking at the edge of darkness, slithering and seething.
Darkness is danger, light is safety. Do not turn off the light.
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game, but... I find it very frustrating. The tutorial is good as far as it goes, but... I find that I get stuck very frequently. For example, I believe that I have a building connected to the grid (the yellow tiles are all there), but the building says it has negative power. This happens a lot. I have a cloning area that requires bait, but it doesn't tell me how to get the bait! I started on the "default" medium mode but didn't get very far. So I switched to the "easy" mode, but still got stuck. So, maybe they can make the "easy" mode even "easier" and lead me by the nose even more. "Dude, you need bait so here's what you need to do". Or don't just tell me a building is at -2 power, tell me how to fix it! (I deleted all the power lines and reconstructed them, but that didn't help). I like the idea of the game, I like the graphics, but once one gets stuck there seems very little to get "unstuck". That is my 2c worth.
Great game, seems incomplete, went from V0.3 to V1.0 in six months.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's good, but an acquired taste sort of good. I first played this when it came out in early access. It wasn't very much then, as you'd expect of an early access game. I first played it, like what? 2022? 2023? Somewhere along those lines. The game was different and yet similar at the same time Instead of a constant UV lighting to 'deter' the anomaly from breaking things, you would have an activatable button that surged your power usage to overdrive all lights into UV, and it was a toggle rather then a construction you slap on everything. I miss this. While I agree that yeah, crashing your power is unideal, that's why we could possibly have batteries as a research that could store power over time and make a nice buffer if you accidentally go into negative power. The game's in a playable, and enjoyable state as it is at the moment, but it won't appeal to everyone. I genuinely enjoyed the early-to-mid game pipeline of having very limited crew resources, expanding out to make your crew last longer and replace them, but there was an uncomfortable period of just sitting around in the endgame where i had perfected my clones [i probably could have achieved the infinite lifespan clones earlier tbh] with only the odd minor flaw, and this was where the game began to break down a little Sometimes crew wouldn't take jobs, sometimes they refused to move into a house. It sounds bad, but it was easily fixed by fiddling with priorities and turning buildings off and on again. The ending was... lackluster, to say the least. A bit of a letdown. After all we worked for, that's it? That was what we got? I'd at least like an acknowledgement if you had managed to perfect your clones. And speaking of The Anomaly, it was... surprisingly uneventful. The moment I got access to 'defense' towers, I thought 'oh ♥♥♥♥, it's getting real now' and covered my entire base, including every outpost, with them. Turns out you only really needed them in the Anomaly biome anyway, since that's where it'll focus on you if you're present there. Understandable, makes plenty of sense, but disappointing All in all, it's a good game, but i don't think it's quite worth the current price tag. If you see this game for sale for 12-13 pound? That's the price it deserves in my honest opinion. You can easily sink [no pun intended] a good four or five hours on a playthrough if you play conservatively and carefully.
Cannot recommend. The game still feels unfinished, and the “ending” is just an abrupt game over, nothing really matters -type affair. The main menu image changes after the end to suggest a part two, but there is no second campaign, just uninstalling an abandoned game. My biggest grievance was technical problems, especially in electricity-laying mode. My second biggest grievance was trying to end the game, because the interface tells you that you need the three mcguffins, but mcguffin three never appeared, and instead mcguffin two in the trench could be harvested twice for the same three mcguffin effect. I discovered this after clearing the entire map for no reason, searching for the third mcguffin. This could have been a great game, but everything seems incomplete, and the devs are known to have bailed on this project.
It's worth your time and money, but the devs still have some graphical bugs to work out. It really ruins the immersion when your 30 ton light post hovers 10 meters off of the ocean floor with no supports after you build it. And why does it hover? Why does a 30 ton light post appear to float just above the sand? Well... that terrain you built it on, that terrain you couldn't see in the dark, wasn't absolutely 100% perfectly flat. So you get to either reload your game, destroy the light post and rebuild it for an unfair loss of resources, or just have the light post look really horrible for the entire game. I've got a boss graphics card and everything set to high and ultra. There is no excuse for this beyond lazy devs. But still a good game.
Coming from Surviving Mars, this feels like a solid early access game. If you've played any city builders at all, this game won't be a problem. Just build things as you need it, there's no real big way to fail. There's an interesting core game but it doesn't seem fleshed out enough. Also fairly short and once you've played it once, you've seen everything. Upvoted because its *just* fun enough if you get it cheap on sale to be worth a playthrough if you like this style of game.
one of the most boring games ive ever played. Stay away from it. It looks nice but its really not.
This game is really fun and enjoyable but it's kind of hollow, the story is very loose and I feel lost once I either start industrializing or I'm out of fuel and have to restart. It's fun but it really needs more in the story and possibly a new map or two to play on. Just to spice things up and make the game feel more alive. Thanks for reading, Tac0man12. Good things to you.
Took my sweet time with this, didn't really go for the achivements until second playthrough but managed to take them all in 35 hours in total. That says something about this game: it lacks challange. The concept is great though, I love the deep sea theme although it seems a bit off having sunlight dependent vegetation in the deep sea. It lacks the claustrophobic feeling with the large window and well lit buildings, sure it's pretty but I'd rather have the feeling of tight spaces and darkness. When it comes to game mechanics I miss some features like seeing how many workplaces are vacant, the ability to see details about, and navigate to discovered habitats. Also, why is there really a research option for an outpost when it gets built automatically when exploring a new biome? Here's a short list of what would make the game better: * No automatic outposts when exploring new biomes. Instead: Let the player build one of those submarine landings and assign a tranport submarine to that landing to get access to that new biome. * Make the tunnels cost resources. Powerlines cost resources, why not the tunnels? Concrete and Quartz would be proper materials, perhaps even steel. * Deeper tutorial. I discovered by random that I could shift-click a building to the place down a copy of that building. I also had to discover by myself how to switch off a building entirely or by just temporarily disable a working slot, and for that matter changing the priority of the building. Resource and worker deligation should be taught through the tutorial.
I want to like this game, I really do, but OMG is it buggy as hell! I cannot get mroe then an hour of gameplay out of it before some bug occurs and then the whole game shudders to a halt. Place down a building and suddenly an icon wont disappear, then other buttons wont work, suddenly the cameras getting sluggish, etc, etc, etc. Every time one bug happens a whole heap follow and the game breaks. Its an amazing concept but then execution is piss poor at best. Paradox FFS you can do so much better
Players by region
Where this game's players are, estimated from review languages.
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